Shinobi (5e Subclass)

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Shinobi[edit]

Rogue Subclass

For centuries they have remained a mystery working in the shadow to serve their leaders. Fighting for survival and honor the Shinobi are few and powerful in their own right. Many have heard stories of the shinobi but only few have ever faced this remarkable fighter and lived to tell the tale. While most have magic or overwhelming muscles the shinobi strike at their opponents blind spots to inflict as most damage as possible in a single strike. Ghost on the battlefield rarely even seen this warriors are trained since birth to become experts in espionage, sabotage, and assassination.

Ninjutsu

Also at 3rd level, whenever you are in dim light or darkness, you have advantage on Stealth checks. You also doesn't expend any extra movement when climbing walls or trees or swimming. In addition you gain 10 ft of movement and this increases to 15 at lvl 9, 20 at lvl 13.

Some of your features require a saving throw. Your ninjutsu save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Bujutsu

The ninja training includes a dangerous and hard martial training, that includes hand to hand combat and the mastery over multiple weapons, such as throwing darts and knives, staffs and swords. You start knowing one of the following bujutsu techniques. You learn one additional one at 9th, 13th and 17th levels.

Kempo. Your unarmed strikes are considered ninja weapons that have the finesse property. You roll a d4, instead of the normal damage die for this weapon. The damage increases to d6 at 9th level, d8 at 13th level and d10 at 17th level. In addition, whenever you hit a creature with a unarmed strike, you can use your bonus action to either Shove or Grapple a creature.
Shurikenjutsu. You can draw a thrown weapon that have both the light and finesse property as part of the action you use to attack with it. You also can also use your bonus action to make one ranged weapon attack with a throw weapon that have both the light and finesse property.
Aiki-jutsu. Whenever you make a contested Strength (Athletics) check to grapple or shove a creature, you can use your Dexterity, instead of your Strength. In addition, whenever a creature start its turn grappled by you, it takes damage equal to your Sneak Attack damage (you can still deal this damage only once per turn).
Kenjutsu. You gain proficiency with longsword. In addition, the longsword and the quarterstaff are considered finesse weapons for you. Finally, when you take the Attack action and make an attack with a longsword or a quarterstaff, you can make a second attack with it as a bonus action. If you hit a creature with a sneak attack when you do so, reduce two dice from the Sneak Attack additional damage.
Hensōjutsu

Starting at 9th level, you learn how to assume different personas to suit your needs. You add twice your proficiency bonus in Deception checks and checks made with the Disguise Kit, and you add your Intelligence modifier as a bonus on checks with these skills.

You also can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your ninjutsu save DC allows a listener to determine that the effect is faked.

Bo-Ryaku

Starting at 13th level, you learn how to use strategy and deception in and out of combat. As a bonus action, you can force a creature to make a Wisdom saving throw against your ninjutsu save DC. On a success, you have advantage on attacks made against this target for the next minute, or until you take damage.

In addition, you can use your ninjutsu save DC instead of your Charisma (Deception) contested checks, and whenever you fail a Charisma (Deception) check outside combat, you can reroll the check. You must use the new result.

Inton-Jutsu

At 17th level, you master the tactics of escape of the ninja. You can use your bonus action to create a Distraction, forcing all hostile creatures within 30 feet to make a Wisdom saving throw against your Ninjutsu save DC. On a failed save, you can take the Hide action as part of your the same bonus action, even when in plain sight.

Special Tools[edit]

You learn how to craft and use special ninja tools to help you in accomplish your espionage and assassination missions. During 1 hour over the course of a long rest, you gain a number of tool points equal to your level in this class + your Intelligence modifier + twice your proficiency bonus. You can spend these points on many ninja implements, that indicate how many times you can use that tool. After the indicated number of uses, that tool is lost. You spend a use of the tool after using your action, movement or bonus action (as appropriated) to use it, unless the tool otherwise states.

You must have the materials to craft these tools. You need a source of fire, smith's tools and 1 gp in materials per point of equipment. You can also harvest for materials, by spending 1 hour and succeeding a DC 10 Wisdom (Survival) check. You can harvest 1 point of materials on a success, plus 1 for each point above 10 you got on a success.

Tekko-kagi (Hand Claws)

Your unarmed strikes deal slashing damage, instead of bludgeoning (doesn't spend a use). In addition, if you have two free hands, you can use your Dexterity modifier, instead of Strength, for climbing.

Ashiko (Foot Spikes)

You can deal piercing damage, instead of bludgeoning, with your unarmed strikes (doesn't spend a use). In addition, you have advantage on saving throws and ability checks against being knocked prone.

Mizugumo (Water Walker)

You can use your action to move up to your movement speed on water as if it were solid ground.

Makibishi (Caltrops)

For each tool point spent, you have the equivalent to 1 bag of caltrops. You can use your Ninjutsu save DC, instead of the caltrops DC, if it is higher.

Kakute (Spiked Ring)

You can make a Sleight of Hand check, contested by the targets Perception or Sleight of Hand (whichever is higher). On a success, you have advantage on your unarmed strike against that target. You deal piercing damage, instead of bludgeoning. After using this tool, you can't use it against the target and any creature that have seen you using it for the next 24 hours.

Manriki - Gusari (Weighted Chain)

You gain reach with your unarmed strikes when using the Mankiri - Gusari, and have advantage on your Grappling contests with it. As an action, you can also throw the mankiri against a medium or small target within 20 feet, forcing the target to make a Dexterity saving throw against your Ninjutsu save DC. On a failed save, the target is knocked prone.

Tekken (Cestus)

When you take the Attack action with your tekken, you can attack twice, instead of once, as part of the attack action. In addition, you can spend 1 additional use of your tekken as a bonus action to make an additional attack with it.

Torinoko (Smoke Bomb)

As an action, you throw a bomb to distract creatures nearby. That target and all creatures within 5 feet of you must succeed on a saving throw against your Ninjutsu save DC, or is blinded until the start of its next turn and can't take reactions.

Houroku (Grenade)

As an action, you throw a explosive on a target within 20 feet of you. The target, and one additional creature within 5 feet of it must succeed on a Dexterity saving throw against your Ninjutsu save DC, or take 1d6 fire damage, plus 1 for each additional point you spend (up to your proficiency bonus).

Improvised Gear

You can craft any type of adventuring gear or artisan's tools by spending a number of special tool points equal to half its cost in gp. You have a number of uses of that gear equal to the number of points spent, and you are considered proficient with any tool you create. In addition, if the gear have a saving throw to avoid its effects, you can use your Ninjutsu save DC instead, if it is higher.

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